According to a new research report by Precedence Research, The anime market size is forecast to exceed US$ 6 billion by 2030 from USD 5 billion in 2020 and is expected to grow at the highest CAGR of 7% from 2021-2030. The report offers an up-to-date analysis regarding the current market scenario, latest trends, key drivers, potential challenges, profitability graph and the overall market environment.
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Crucial factors accountable for market growth are:
- Technological advancements in the anime industry
- Rising penetration of OTT platforms
- Introduction of virtual reality (VR)
- Improvement in the standard of living
- Huge population of youth and children
- Rise in disposable income
- Rising number of anime creators
- Strategic partnerships between the developers and online streaming platforms
- Growing merchandising activities across the globe
Scope of the Anime Market Report
Report Coverage | Details |
Market Size in 2030 | USD 48.3 Billion |
Growth Rate from 2021 to 2030 | CAGR of 7.9% |
Fastest Growing Market | Middle East |
Largest Market | Asia Pacific |
Segments Covered | Service Type, Region Type |
Regional Scope |
|
By Service |
|
Regional Snapshots
Asia Pacific dominated the global anime market and it is expected to retain its position. This is mainly attributable to the dominant market share of Japan in the global anime industry. Japan is the home to the numerous anime creators and production studios. Further, China is also focusing on its anime industry and is planning to introduce some regulations regarding its anime industry. The anime market in China is expected to grow rapidly. Further, rising disposable income, improvement in the living standards of the people, rising adoption of smart devices, and rapid penetration of internet has significantly fueled the consumption of anime contents in the recent years in the Asia Pacific.
The Middle East is expected to be the fastest-growing region throughout the forecast period. This is due to the growing popularity of the anime shows and a rise in the fan-following among the viewers. Further, the presence of various popular convention centers is positively boosting the growth of the anime market in the region. Further the higher adoption rate of advanced technologies like VR in the region is expected to propel the market growth during the forecast period.
Report Highlights
- By Type, the merchandising segment was the dominant segment in 2020. The increasing number of partnerships between the consumer product manufacturers and the anime creators to launch numerous products for the merchandising segment has significantly boosted the market growth. The internet distribution is expected to be the fastest-growing segment owing to the rising penetration of various OTT platforms across the globe.
Market Dynamics
Drivers - The growing popularity of media shows and rising consumer expenditure on online shows is expected to drive the global anime market during the forecast period. The growing number of anime production houses and film creators are also augmenting the anime market growth.
Restraints - The lack of efficient artists due to the insufficient payments to the anime artists is a potential threat and a major restraining factor that may hamper the growth of the global anime market during the forecast period.
Opportunities - The Asia Pacific is a growing market which shows a lot of revenue generation opportunities owing to the presence of huge number of children in the region. This is a major opportunity for growth in the market.
Challenges - The availability of unauthorized online streamers of anime shows are the major challenge to the industry players as these unauthorized streaming platforms results in financial losses to the original creators.
Some of the prominent players in the anime market include:
- Kyoto Animation Co. Ltd
- P.A.Works, Inc.
- Production I.G.
- Toei Animation Co. Ltd.
- ManglobeInc.
- Pierrot Co. Ltd
- Madhouse Inc.
- Bones Inc.
- Studio Ghibli, Inc.
- Sunrise, Inc.
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. Market Dynamics Analysis and Trends
5.1. Market Dynamics
5.1.1. Market Drivers
5.1.2. Market Restraints
5.1.3. Market Opportunities
5.2. Porter’s Five Forces Analysis
5.2.1. Bargaining power of suppliers
5.2.2. Bargaining power of buyers
5.2.3. Threat of substitute
5.2.4. Threat of new entrants
5.2.5. Degree of competition
Chapter 6. Competitive Landscape
6.1.1. Company Market Share/Positioning Analysis
6.1.2. Key Strategies Adopted by Players
6.1.3. Vendor Landscape
6.1.3.1. List of Suppliers
6.1.3.2. List of Buyers
Chapter 7. Global Anime Market, By Service
7.1. Anime Market, by Service Type, 2020-2027
7.1.1. T.V
7.1.1.1. Market Revenue and Forecast (2019-2030)
7.1.2. Movie
7.1.2.1. Market Revenue and Forecast (2019-2030)
7.1.3. Video
7.1.3.1. Market Revenue and Forecast (2019-2030)
7.1.4. Internet Distribution
7.1.4.1. Market Revenue and Forecast (2019-2030)
7.1.5. Merchandising
7.1.5.1. Market Revenue and Forecast (2019-2030)
7.1.6. Music
7.1.6.1. Market Revenue and Forecast (2019-2030)
7.1.7. Pachinko
7.1.7.1. Market Revenue and Forecast (2019-2030)
7.1.8. Live Entertainment
7.1.8.1. Market Revenue and Forecast (2019-2030)
Chapter 8. Global Anime Market, Regional Estimates and Trend Forecast
8.1. North America
8.1.1. Market Revenue and Forecast, by Service (2019-2030)
8.1.2. U.S.
8.1.3. Rest of North America
8.1.3.1. Market Revenue and Forecast, by Service (2019-2030)
8.2. Europe
8.2.1. Market Revenue and Forecast, by Service (2019-2030)
8.2.2. UK
8.2.2.1. Market Revenue and Forecast, by Service (2019-2030)
8.2.3. France
8.2.3.1. Market Revenue and Forecast, by Service (2019-2030)
8.2.4. Rest of Europe
8.2.4.1. Market Revenue and Forecast, by Service (2019-2030)
8.3. APAC
8.3.1. Market Revenue and Forecast, by Service (2019-2030)
8.3.2. India
8.3.2.1. Market Revenue and Forecast, by Service (2019-2030)
8.3.3. China
8.3.3.1. Market Revenue and Forecast, by Service (2019-2030)
8.3.4. Japan
8.3.4.1. Market Revenue and Forecast, by Service (2019-2030)
8.3.5. Rest of APAC
8.3.5.1. Market Revenue and Forecast, by Service (2019-2030)
8.4. MEA
8.4.1. Market Revenue and Forecast, by Service (2019-2030)
8.4.2. GCC
8.4.2.1. Market Revenue and Forecast, by Service (2019-2030)
8.4.3. North Africa
8.4.3.1. Market Revenue and Forecast, by Service (2019-2030)
8.4.4. South Africa
8.4.4.1. Market Revenue and Forecast, by Service (2019-2030)
8.4.5. Rest of MEA
8.4.5.1. Market Revenue and Forecast, by Service (2019-2030)
8.5. Latin America
8.5.1. Market Revenue and Forecast, by Service (2019-2030)
8.5.2. Brazil
8.5.2.1. Market Revenue and Forecast, by Service (2019-2030)
8.5.3. Rest of LATAM
8.5.3.1. Market Revenue and Forecast, by Service (2019-2030)
Chapter 9. Company Profiles
9.1. Kyoto Animation Co. Ltd
9.1.1. Company Overview
9.1.2. Product Offerings
9.1.3. Financial Performance
9.1.4. Recent Initiatives
9.2. P.A.Works, Inc.
9.2.1. Company Overview
9.2.2. Product Offerings
9.2.3. Financial Performance
9.2.4. Recent Initiatives
9.3. Production I.G.
9.3.1. Company Overview
9.3.2. Product Offerings
9.3.3. Financial Performance
9.3.4. Recent Initiatives
9.4. Toei Animation Co. Ltd.
9.4.1. Company Overview
9.4.2. Product Offerings
9.4.3. Financial Performance
9.4.4. Recent Initiatives
9.5. ManglobeInc.
9.5.1. Company Overview
9.5.2. Product Offerings
9.5.3. Financial Performance
9.5.4. Recent Initiatives
9.6. Pierrot Co. Ltd
9.6.1. Company Overview
9.6.2. Product Offerings
9.6.3. Financial Performance
9.6.4. Recent Initiatives
9.7. Madhouse Inc.
9.7.1. Company Overview
9.7.2. Product Offerings
9.7.3. Financial Performance
9.7.4. Recent Initiatives
9.8. Bones Inc.
9.8.1. Company Overview
9.8.2. Product Offerings
9.8.3. Financial Performance
9.8.4. Recent Initiatives
9.9. Studio Ghibli, Inc.
9.9.1. Company Overview
9.9.2. Product Offerings
9.9.3. Financial Performance
9.9.4. Recent Initiatives
9.10. Sunrise, Inc.
9.10.1. Company Overview
9.10.2. Product Offerings
9.10.3. Financial Performance
9.10.4. Recent Initiatives
9.10.5.
Chapter 10. Research Methodology
10.1. Primary Research
10.2. Secondary Research
10.3. Assumptions
Chapter 11. Appendix
11.1. About Us
11.2. Glossary of Terms
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